Jump to content

Arez

Members
  • Posts

    184
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Arez

  1. On 5/6/2024 at 9:46 AM, Jugginator said:

    Well, you do have at least one mod failing in that log. I'm guessing it's whatever mod you added that adds/changes zombies. Could be the cause, if adding the game install folder and save folder to Windows Security/Defender exclusion list (and whatever other antivirus you're running if any) doesn't do it.

    Thanks Jugginator!

     

    I just excluded the 7 Days folders. I'm gonna see if that fixes it. I do remember pulling the mods during a different playthrough and was still having issues, but I could be mistaken on that. Later or tmrw I'll pull all the mods again and see what happens if the folder exclusions don't help.

  2. Lately when I dismember a feral zombie, the part that becomes dismembered, as well as the point of body where the disconnection occurs, becomes radiated. Here's a timestamped example.

     

     

     

    I'm also seeing other strange behavior. Every time I encounter a Feral Wight, they don't run; only walk. Day or night. 

     

    I'm also getting random crashes which never happened before recently. I've got close to 900 hours of play time. You can see it crash in the same video here. It happens at 22:24. 

     

    To check, I've removed any mods I use, as well as verified all the files and it didn't fix anything. 

     

    Here is the log for when it crashed.

    https://pastebin.com/embed_js/JShz9JDC

  3. 3 hours ago, meganoth said:

     

    It's the weekend. What do you expect?

     

    That's understandable, but other questions have been answered since people have been asking about the lighting. 

     

    Again, I don't really care that much about it. I'm just curious. It would be nice if the lighting was more cinematic but I would be more than fine if it stays the way it is now. 

      

    4 hours ago, Roland said:

     

    That's fair and it's healthy to be skeptical.  I wish I could be definitive for you but my hardware isn't good enough to run such a test. 

    My hardware can handle it. Just send me a copy of the 1.0, and I'll let you know.

  4. 43 minutes ago, HeLLKnight said:

    The lighting seen in gameplay trailer is fantastic! I love how that deep makes everything scarier, and the game suddenly feels at least 5 years newer than a21. Devs commented here back in january they added new contact shadows and ambient occlusion, so I think the huge improvement in 1.0 comes from there. 

     

    @faatal can you comment a few more details about that new lighting and shadowing? Which AO technique has been possible to fit in old Unity built-in render pipeline, GTAO maybe? Any other gfx improvements coming like new antialiasing?

    Seeing as there hasn't been an answer given to whether the lighting in the trailer is going to be the same as in the game is kinda telling me that it won't, and that cinematic vibe was done specific for the trailer. 

     

    If the lighting was to look like that I think they would've been quick to confirm it. 

     

    I could be wrong, and I would be more than happy if that's the case.

     

    And it's not that big of a deal to me at least. I'm a big fan of how the lighting looks now anyway.

  5. 5 hours ago, Laz Man said:

     

    The lighting for a bunch of the scenes looks extra cinematic (i.e. Big Mama getting slashed in the hospital). Is that what 1.0 is going to look like or were some of those shots enhanced for the video?

     

      

    46 minutes ago, Adam the Waster said:

    Kinda but I'm uses too it

    But this is a little if city's looked like this I would delete my account 

    Screenshot_20240503_203948_YouTube.jpg

    Are you saying that's too many zombies to play against? If so, I disagree. That looks like fun! I think all the cities should look like this. Any area that would've been densely populated pre-apocalypse should be FLOODED with zombies. 

  6. 17 hours ago, Laz Man said:

    Out of curiosity, what new POI would people like to see in A22 / 1.0 if you could only pick one?  Sorry, no airports or yachts...😁

    The famous movie POIs - The Bates Motel, Evil Dead cabin, Nightmare on Elm Street house, etc, were significant solidifying factors for me to consider this my favorite game of all time.

     

    I've already mentioned George Romero movies and Return of the Living Dead earlier in this thread. 

    So I would absolutely love to see more of those. Exorcist house, Michael Myers house, etc. 

     

    More open area POIs like Housing Development, which I brought up in another thread here and has been confirmed that there will be more like that, so we can check that off.

     

    ALSO...I think we need a POI (or multiple POIs or an overall spawning system) where zombies crawl out of the ground! Somewhere here on the forums I made a post about this and someone replied with a video of a POI they made that has zombies crawling out of graves. It looked great! 

  7. I know that through Telltale there was Michonne from the Walking Dead as a playable character on the console version.

     

    Are there any plans to include 3rd party IPs as DLCs going forward?  

     

    I can suggest a couple.

     

    The George Romero Pack. Various POIs, zombies and survivors from the George Romero movies.

     

    The Return of the Living Dead Pack. The medical supplies building with the mortuary and graveyard as a high tier POI. As well as zombies and survivors.

     

    Yes, I know these can be modded in, and some already have been in the past. But there is one group of people that would not be able to partake in such mods....console players.

     

    I know there are enough people that would go absolutely bananas if this stuff was added. 

     

    Think about it. I'm not too sure how things work, but even if TFP takes an extremely small cut of the DLC's profits, I would be SHOCKED if these DLCs wouldn't get a substantial amount of people to buy the game.

  8. 4 hours ago, Cr0wst0rm said:

    I havent modded 7days to die but other unity games, but basically you want to include all the code for that api in unitypackage which you then import as a mod. So you need to put in that api

    I barely know the basics when it comes to modding. Would you know of any tutorial that explains how to do that that you could direct me towards?

  9. I've just started making zombie mods. 

     

    I wanted to add jiggle physics to one of them. I found an asset called VertExmotion that allows softbody physics to be added solely in Unity without the need for additional bones or weight painting to be added to the model. 

     

    It was very easy to implement and it looked really good. Unfortunately (according to the asset's creator) 7DTD doesn't have the asset's API added, so, while it works perfectly when previewing in Unity, it does not work in game. I was even capable of having the zombie's shirt mesh remain separate from the body but move perfectly with the jiggling flesh so there was no clipping. 

     

    I discovered the jiggle physics asset that is used in 7 Days and it requires bones to be added and weight painting in an external program such as Blender. I don't know Blender well, and it has been a struggle getting it to work. 

     

    It would be fantastic if the VertExmotion API was added to 7 Days. I would imagine it would save anyone a lot of time (even those fluent in programs such as Blender) when adding jiggle physics to models.

  10. 1 hour ago, doughphunghus said:

    "looked removed and then stays and only changes back to miserable skies after being in trader.". Hmmm

    Here. Take a look. These links are the same video. The first one is me entering the snow biome and the second is me entering Trader Hugh's shop. I think you can actually start seeing it kick back in right about when he's done talking. And then when I go back outside you can really see the difference.

     

     

  11. 14 hours ago, faatal said:

    Each zombie adds rendering, animation, collision and character controller overhead. You can turn off AI and watch the FPS drop as you spawn more and more.

    I can certainly attest to that. I had the AI off and spawned a ridiculous amount of zombies once, and with a 4090 and a 13900k, I was getting 9 FPS. 

  12. 18 hours ago, doughphunghus said:

    Good luck and ill check it out!

    I'm loving it. It's perfect. It adds this extra dramatic tone to everything, kinda like what film does.

     

    I know some people don't like things too dark and miserable looking. I've had comments saying the game is dark enough, why would you need Dark Nights...and the burnt forest and wasteland is too depressing, and they mod it to make the sky clear. Obviously I'm not like that because I want things to have as much of a down tone as possible. 

     

    But I think even people that don't like a depressing vibe would like this mod.  

     

    The only technical thing I noticed is that it seemed to go away upon entering the snow biome and stayed like that until I entered and then left Trader Hugh's place. Don't the traders kinda have their own biome to some degree? Either it took time to kick in again or going to the trader reset it.  

  13. On 4/14/2024 at 8:27 AM, doughphunghus said:

    @Arez: First attempt at the mod is here: 7D2D-Doughs-Mods-a21 main page. the mod is called "Doughs-Ambiance-SkyIsBurntForestInAllBiomes". Let me know if its what you were trying for or if you think it needs tweaks/fixes/etc.  I just did the basics/obvious stuff I think needed to be done and only tested for like 5 minutes on the navezgane map with no other mods loaded or weather like rain/snow happening. I'm not sure how all the weather/bloodmoon, etc will conflict or affect it.  If you load it with my "Weather-Core" mod it likely will not work well (Weather-Core will override it), but I put notes in the README file in the mod on how to possibly load them both together, but I did not test it.

    Oh my GOD! The Dark Knight of the modding community, DoughPhunghus responded to my request?! This is an honor!

     

    I will install this and stream it on YouTube later today. www.youtube.com/@YTDoubleG If you want to check it out, don't worry about seeing it live. I have the DVR function enabled so it will be saved in the live tab on my channel.

     

    The only other mods I'll have installed are my zombie pack mod, Dark Nights, SCore, XNPCCore, Bestiary, OCB leveling hoe, The Resident Evil 2 RPD POI, Path Smoothing and Wookie's game options. 

  14. @faatal

    For those who like modding (and I'm personally talking about adding custom zombies, which I have just learned how to do) how much change is going to be needed to make A21 zombie mods work in A22?

     

    Also, how can I make the bloody wounds on my zombies look wet and glistening like you guys do?

  15. 1 hour ago, Scyris said:

    I honestly don't think its going to do that well, I mean the sound of it alone already has me pretty unintersted and I love 7dtd. That and TFP doesn't have the best rep with players anymore due to many poor decisions on the direction of the base 7dtd game. I know I for one will be very hesitant to touch another game TFP makes again due to what i've seen here in this one.

    A couple of things to consider: there's a market for asym games that has nothing to do with 7 Days fans. They always flock to whatever new asym there is. But history has shown that only 1 and a half asym games have succeeded. Dead by Daylight, and the half is Friday the 13th, which never had a chance to reach it's full potential. But considering how it maintained a playable player base for 6 years, I would deem it a success. 

     

    Blood Moons has the potential to capture the disillusioned Dead By Daylight players that have been Stockholm'd into constantly playing it. They're always looking for an out. I am almost sure that Blood Moons will have a strong 1st two months. After that, it all depends on how addicting the game loop is. 

     

    And I find it hard to consider that TFP have made poor decisions, seeing that the game has more people playing it on a consistent basis more now than ever.

     

    It reminds me of back in the day when an indie band would have a strong dedicated following. But then they would sign a deal with a major label and start making hits, and all of a sudden the original dedicated following would hate the band and shout from the rooftops about how much they suck now...as the band goes on to sell out stadiums. 

     

    A21 is the best version of this game. I first played 7 Days on A19. I played it for 2 hours and then didn't play it again for 3 years. Now I'm obsessed with it. I downloaded A16 and played that for a few days. At best, it had it's own type of charm.

     

    So as the Drill Sgt in Stripes once said: "Lighten up Francis". 

  16. 1 hour ago, Laz Man said:

    Stay tuned for A22.  I think we have a few new POIs like that.

    Yeah, I heard you guys have more POIs than what has been posted on TwitterX.

     

    It has a vibe. I don't know how to explain it. I wanna say that it feels a little bit like a movie maybe. I also think I had a wandering horde show up during the quest because there were a bunch of zombies jumping over the exterior fence to get in (unless that's part of the quest). It was a lot of fun. I'm looking forward to the new ones.

  17. On 2/22/2024 at 7:12 PM, rafineria888 said:

    I have the best hardware you can imagine

    No you don't, unless something is wrong with your set up.

    I play in 1440p. I don't lower my graphics settings at all and there are times where I exceed 300 fps (though rarely). And I average 140+.

×
×
  • Create New...